// physics.cpp: no physics books were hurt nor consulted in the construction of this code. // All physics computations and constants were invented on the fly and simply tweaked until // they "felt right", and have no basis in reality. Collision detection is simplistic but // very robust (uses discrete steps at fixed fps). #include "cube.h" float raycube(const vec &o, const vec &ray, vec &surface) { surface = vec(0, 0, 0); if(ray.iszero()) return -1; vec v = o; float dist = 0, dx = 0, dy = 0, dz = 0; int nr; for(nr=0;nr<512;nr++) // sam's suggestion :: I found no map which got nr > 350 { int x = int(v.x), y = int(v.y); if(x < 0 || y < 0 || x >= ssize || y >= ssize) return -1; sqr *s = S(x, y); float floor = s->floor, ceil = s->ceil; if(s->type==FHF) floor -= s->vdelta/4.0f; if(s->type==CHF) ceil += s->vdelta/4.0f; if(SOLID(s) || v.z < floor || v.z > ceil) { if((!dx && !dy) || s->wtex==DEFAULT_SKY || (!SOLID(s) && v.z > ceil && s->ctex==DEFAULT_SKY)) return -1; if(s->type!=CORNER)// && s->type!=FHF && s->type!=CHF) { if(dx0 ? -1 : 1; else surface.y = ray.y>0 ? -1 : 1; sqr *n = S(x+(int)surface.x, y+(int)surface.y); if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil)) { surface = dx0 ? -1 : 1, 0) : vec(ray.x>0 ? -1 : 1, 0, 0); n = S(x+(int)surface.x, y+(int)surface.y); if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil)) surface = vec(0, 0, ray.z>0 ? -1 : 1); } } dist = max(dist-0.1f, 0.0f); break; } dx = ray.x ? (x + (ray.x > 0 ? 1 : 0) - v.x)/ray.x : 1e16f; dy = ray.y ? (y + (ray.y > 0 ? 1 : 0) - v.y)/ray.y : 1e16f; dz = ray.z ? ((ray.z > 0 ? ceil : floor) - v.z)/ray.z : 1e16f; if(dz < dx && dz < dy) { if(ray.z>0 && s->ctex==DEFAULT_SKY) return -1; if(s->type!=FHF && s->type!=CHF) surface.z = ray.z>0 ? -1 : 1; dist += dz; break; } float disttonext = 0.1f + min(dx, dy); v.add(vec(ray).mul(disttonext)); dist += disttonext; } if (nr == 512) return -1; return dist; } bool raycubelos(const vec &from, const vec &to, float margin) { vec dir(to); dir.sub(from); float limit = dir.magnitude(); dir.mul(1.0f/limit); vec surface; float dist = raycube(from, dir, surface); return dist > max(limit - margin, 0.0f); } physent *hitplayer = NULL; bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with physent { if(o->state!=CS_ALIVE || !o->cancollide) return false; const float r = o->radius+d->radius; const vec dr = vec(o->o.x-d->o.x,o->o.y-d->o.y,0); const float deyeheight = d->eyeheight, oeyeheight = o->eyeheight; if((d->type==ENT_PLAYER && o->type==ENT_PLAYER ? dr.sqrxy() < r*r : fabs(dr.x)vel) >= 0.0f) { if(d->o.z-deyeheighto.z-oeyeheight) { if(o->o.z-oeyeheighto.z-oeyeheight-1; } else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1; if(fabs(o->o.z-d->o.z)aboveeye+deyeheight) { hitplayer = o; return true; } headspace = d->o.z-o->o.z-o->aboveeye-deyeheight; if(headspace<0) headspace = 10; } return false; } bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs) // recursively collide with a mipmapped corner cube { sqr *w = wmip[mip]; int mfactor = sfactor - mip; bool stest = SOLID(SWS(w, x+dx, y, mfactor)) && SOLID(SWS(w, x, y+dy, mfactor)); mip++; x /= 2; y /= 2; if(SWS(wmip[mip], x, y, mfactor-1)->type==CORNER) { bx = x<eyeheight; const float playerheight = eyeheight + d->aboveeye; loopv(ents) { entity &e = ents[i]; // if(e.type==CLIP || (e.type == PLCLIP && d->type == ENT_PLAYER)) if (e.type==CLIP || (e.type == PLCLIP && (d->type == ENT_BOT || d->type == ENT_PLAYER))) // don't allow bots to hack themselves into plclips - Bukz 2011/04/14 { if(fabs(e.x-d->o.x) < e.attr2 + d->radius && fabs(e.y-d->o.y) < e.attr3 + d->radius) { const float cz = float(S(e.x, e.y)->floor+e.attr1), ch = float(e.attr4); const float dz = d->o.z-d->eyeheight; if(dz < cz - 0.001) { if(czlo) lo = cz+ch; if(hi-lo < playerheight) return true; } } else if(e.type==MAPMODEL) { mapmodelinfo &mmi = getmminfo(e.attr2); if(!&mmi || !mmi.h) continue; const float r = mmi.rad+d->radius; if(fabs(e.x-d->o.x)o.y)floor+mmi.zoff+e.attr3); const float dz = d->o.z-eyeheight; if(dzlo) lo = mmz+mmi.h; if(hi-lo < playerheight) return true; } } } return false; } bool objcollide(physent *d, const vec &objpos, float objrad, float objheight) // collide with custom/typeless objects { const float r = d->radius+objrad; if(fabs(objpos.x-d->o.x)o.y)eyeheight+d->aboveeye+objheight)/2.0f; const float dz = d->o.z+(-d->eyeheight+d->aboveeye)/2.0f; const float objz = objpos.z+objheight/2.0f; return dz-objz <= maxdist && dz-objz >= -maxdist; } return false; } // all collision happens here // spawn is a dirty side effect used in spawning // drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep static int cornersurface = 0; bool collide(physent *d, bool spawn, float drop, float rise, int level) // levels 1 = map, 2 = players, 4 = models, default: 1+2+4 { cornersurface = 0; const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map const float fy1 = d->o.y-d->radius; const float fx2 = d->o.x+d->radius; const float fy2 = d->o.y+d->radius; const int x1 = int(fx1); const int y1 = int(fy1); const int x2 = int(fx2); const int y2 = int(fy2); float hi = 127, lo = -128; const float eyeheight = d->eyeheight; const float playerheight = eyeheight + d->aboveeye; if(level&1) for(int y = y1; y<=y2; y++) for(int x = x1; x<=x2; x++) // collide with map { if(OUTBORD(x,y)) return true; sqr *s = S(x,y); float ceil = s->ceil; float floor = s->floor; switch(s->type) { case SOLID: return true; case CORNER: { int bx = x, by = y, bs = 1; cornersurface = 1; if((x==x1 && y==y2 && cornertest(0, x, y, -1, 1, bx, by, bs) && fx1-bx<=fy2-by) || (x==x2 && y==y1 && cornertest(0, x, y, 1, -1, bx, by, bs) && fx2-bx>=fy1-by) || !(++cornersurface) || (x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs) || (x==x2 && y==y2 && cornertest(0, x, y, 1, 1, bx, by, bs) && fx2-bx+fy2-by>=bs)) return true; cornersurface = 0; break; } case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f; break; case CHF: ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f; } if(ceillo) lo = floor; } if(level&1 && hi-lo < playerheight) return true; float headspace = 10.0f; if( level&2 && d->type!=ENT_CAMERA) { loopv(players) // collide with other players { playerent *o = players[i]; if(!o || o==d || (o==player1 && d->type==ENT_CAMERA)) continue; if(plcollide(d, o, headspace, hi, lo)) return true; } if(d!=player1) if(plcollide(d, player1, headspace, hi, lo)) return true; } headspace -= 0.01f; if( level&4 && mmcollide(d, hi, lo)) return true; // collide with map models if(spawn) { d->o.z = lo+eyeheight; // just drop to floor (sideeffect) d->onfloor = true; } else { const float spacelo = d->o.z-eyeheight-lo; if(spacelo<0) { if(spacelo>-0.01) { d->o.z = lo+eyeheight; // stick on step } else if(spacelo>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair else return true; } else { d->o.z -= min(min(drop, spacelo), headspace); // gravity } const float spacehi = hi-(d->o.z+d->aboveeye); if(spacehi<0) { if(spacehi<-0.1) return true; // hack alert! if(spacelo>0.1f) d->o.z = hi-d->aboveeye; // glue to ceiling if in midair d->vel.z = 0; // cancel out jumping velocity } const float floorclamp = d->crouching ? 0.1f : 0.01f; d->onfloor = d->o.z-eyeheight-lo < floorclamp; } return false; } VARP(maxroll, 0, 0, 20); // note: when changing max value, fix network transmission //VAR(recoilbackfade, 0, 100, 1000); void resizephysent(physent *pl, int moveres, int curtime, float min, float max) { if(pl->eyeheightvel==0.0f) return; const bool water = hdr.waterlevel>pl->o.z; const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f); float h = pl->eyeheightvel * speed / moveres; loopi(moveres) { pl->eyeheight += h; pl->o.z += h; if(collide(pl)) { pl->eyeheight -= h; // collided, revert mini-step pl->o.z -= h; break; } if(pl->eyeheighto.z += min - pl->eyeheight; pl->eyeheight = min; pl->eyeheightvel = 0.0f; break; } if(pl->eyeheight>max) { pl->o.z -= pl->eyeheight - max; pl->eyeheight = max; pl->eyeheightvel = 0.0f; break; } } } // main physics routine, moves a player/monster for a curtime step // moveres indicated the physics precision (which is lower for monsters and multiplayer prediction) // local is false for multiplayer prediction void clamproll(physent *pl) { if(pl->roll > maxroll) pl->roll = maxroll; else if(pl->roll < -maxroll) pl->roll = -maxroll; } float var_f = 0; int var_i = 0; bool var_b = true; void moveplayer(physent *pl, int moveres, bool local, int curtime) { bool water = false; const bool editfly = pl->state==CS_EDITING; const bool specfly = pl->type==ENT_PLAYER && ((playerent *)pl)->spectatemode==SM_FLY; vec d; // vector of direction we ideally want to move in float drop = 0, rise = 0; if(pl->type==ENT_BOUNCE) { bounceent* bounce = (bounceent *) pl; water = hdr.waterlevel>pl->o.z; const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f); const float friction = water ? 20.0f : (pl->onfloor || editfly || specfly ? 6.0f : 30.0f); const float fpsfric = max(friction*20.0f/curtime, 1.0f); if(pl->onfloor) // apply friction { pl->vel.mul(fpsfric-1); pl->vel.div(fpsfric); } else // apply gravity { const float CUBES_PER_METER = 4; // assumes 4 cubes make up 1 meter const float BOUNCE_MASS = 0.5f; // sane default mass of 0.5 kg const float GRAVITY = BOUNCE_MASS*9.81f/CUBES_PER_METER/1000.0f; bounce->vel.z -= GRAVITY*curtime; } d = bounce->vel; d.mul(speed); if(water) d.div(6.0f); // incorrect // rotate float rotspeed = bounce->rotspeed*d.magnitude(); pl->pitch = fmod(pl->pitch+rotspeed, 360.0f); pl->yaw = fmod(pl->yaw+rotspeed, 360.0f); } else // fake physics for player ents to create _the_ cube movement (tm) { const int timeinair = pl->timeinair; int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // movement on ladder water = hdr.waterlevel>pl->o.z-0.5f; float chspeed = 0.4f; if(!(pl->onfloor || pl->onladder)) chspeed = 1.0f; const bool crouching = pl->crouching || pl->eyeheight < pl->maxeyeheight; const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed*(crouching ? chspeed : 1.0f)*(specfly ? 2.0f : 1.0f); const float friction = water ? 20.0f : (pl->onfloor || editfly || specfly ? 6.0f : (pl->onladder ? 1.5f : 30.0f)); const float fpsfric = max(friction/curtime*20.0f, 1.0f); d.x = (float)(move*cosf(RAD*(pl->yaw-90))); d.y = (float)(move*sinf(RAD*(pl->yaw-90))); d.z = 0.0f; if(editfly || specfly || water) { d.x *= (float)cosf(RAD*(pl->pitch)); d.y *= (float)cosf(RAD*(pl->pitch)); d.z = (float)(move*sinf(RAD*(pl->pitch))); } d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180))); d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180))); pl->vel.mul(fpsfric-1.0f); // slowly apply friction and direction to velocity, gives a smooth movement pl->vel.add(d); pl->vel.div(fpsfric); d = pl->vel; d.mul(speed); if(editfly) // just apply velocity { pl->o.add(d); if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; } } else if(specfly) { rise = speed/moveres/1.2f; if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; } } else // apply velocity with collisions { if(pl->type!=ENT_CAMERA) { if(pl->onladder) { const float climbspeed = 1.0f; if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only else if(pl->type==ENT_PLAYER) { if(((playerent *)pl)->k_up) pl->vel.z = climbspeed; else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed; } pl->timeinair = 0; } else { if(pl->onfloor || water) { if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2.0f; // physics impulse upwards bool doublejump = pl->lastjump && lastmillis-pl->lastjump < 250 && pl->strafe != 0; if(doublejump) // more velocity on double jump { pl->vel.mul(1.25f); } if(water) // dampen velocity change even harder, gives correct water feel { pl->vel.x /= 8.0f; pl->vel.y /= 8.0f; } else if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(S_JUMP, pl); pl->lastjump = lastmillis; } pl->timeinair = 0; pl->crouchedinair = false; } else { pl->timeinair += curtime; if (pl->trycrouch && !pl->crouching && !pl->crouchedinair) { pl->vel.z += 0.3f; pl->crouchedinair = true; } } } if(timeinair > 200 && !pl->timeinair) { int sound = timeinair > 800 ? S_HARDLAND : S_SOFTLAND; if(pl->state!=CS_DEAD) { if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(sound, pl); } } } const float gravity = 20.0f; float dropf = (gravity-1)+pl->timeinair/15.0f; // incorrect, but works fine if(water) { dropf = 5; pl->timeinair = 0; } // float slowly down in water if(pl->onladder) { dropf = 0; pl->timeinair = 0; } drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs if(pl->maxspeed-16.0f>0.5f) pl += 0xF0F0; } } bool collided = false; vec oldorigin = pl->o; if(!editfly) loopi(moveres) // discrete steps collision detection & sliding { const float f = 1.0f/moveres; // try move forward pl->o.x += f*d.x; pl->o.y += f*d.y; pl->o.z += f*d.z; hitplayer = NULL; if(!collide(pl, false, drop, rise)) continue; else collided = true; if(pl->type==ENT_BOUNCE && cornersurface) { // try corner bounce float ct2f = cornersurface == 2 ? -1.0 : 1.0; vec oo = pl->o, xd = d; xd.x = d.y * ct2f; xd.y = d.x * ct2f; pl->o.x += f * (-d.x + xd.x); pl->o.y += f * (-d.y + xd.y); if(!collide(pl, false, drop, rise)) { d = xd; float sw = pl->vel.x * ct2f; pl->vel.x = pl->vel.y * ct2f; pl->vel.y = sw; pl->vel.mul(0.7f); continue; } pl->o == oo; } if(pl->type==ENT_CAMERA || (pl->type==ENT_PLAYER && pl->state==CS_DEAD && ((playerent *)pl)->spectatemode != SM_FLY)) { pl->o.x -= f*d.x; pl->o.y -= f*d.y; pl->o.z -= f*d.z; break; } if(pl->type!=ENT_BOUNCE && hitplayer) { vec dr(hitplayer->o.x-pl->o.x,hitplayer->o.y-pl->o.y,0); float invdist = ufInvSqrt(dr.sqrxy()), push = (invdist < 10.0f ? dr.dotxy(d)*1.1f*invdist : dr.dotxy(d) * 11.0f); pl->o.x -= f*d.x*push; pl->o.y -= f*d.y*push; if(i==0 && pl->type==ENT_BOT) pl->yaw += (dr.cxy(d)>0 ? 2:-2); // force the bots to change direction if( !collide(pl, false, drop, rise) ) continue; pl->o.x += f*d.x*push; pl->o.y += f*d.y*push; } if (cornersurface) { float ct2f = (cornersurface == 2 ? -1.0 : 1.0); float diag = f*d.ufmagxy()*2; vec vd = vec((d.y*ct2f+d.x >= 0.0f ? diag : -diag), (d.x*ct2f+d.y >= 0.0f ? diag : -diag), 0); pl->o.x -= f*d.x; pl->o.y -= f*d.y; pl->o.x += vd.x; pl->o.y += vd.y; if(!collide(pl, false, drop, rise)) { d.x = vd.x; d.y = vd.y; continue; } pl->o.x -= vd.x; pl->o.y -= vd.y; } else { #define WALKALONGAXIS(x,y) \ pl->o.x -= f*d.x; \ if(!collide(pl, false, drop, rise)) \ { \ d.x = 0; \ if(pl->type==ENT_BOUNCE) { pl->vel.x = -pl->vel.x; pl->vel.mul(0.7f); } \ continue; \ } \ pl->o.x += f*d.x; // player stuck, try slide along y axis WALKALONGAXIS(x,y); // still stuck, try x axis WALKALONGAXIS(y,x); } // try just dropping down pl->o.x -= f*d.x; pl->o.y -= f*d.y; if(!collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; } pl->o.z -= f*d.z; if(pl->type==ENT_BOUNCE) { pl->vel.z = -pl->vel.z; pl->vel.mul(0.5f); } break; } pl->stuck = (oldorigin==pl->o); if(collided) pl->oncollision(); else pl->onmoved(oldorigin.sub(pl->o)); if(pl->type==ENT_CAMERA) return; if(pl->type!=ENT_BOUNCE && pl==player1) { // automatically apply smooth roll when strafing if(pl->strafe==0) { pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25); } else { pl->roll += pl->strafe*curtime/-30.0f; clamproll(pl); } // smooth pitch const float fric = 6.0f/curtime*20.0f; pl->pitch += pl->pitchvel*(curtime/1000.0f)*pl->maxspeed*(pl->crouching ? 0.75f : 1.0f); pl->pitchvel *= fric-3; pl->pitchvel /= fric; /*extern int recoiltest; if(recoiltest) { if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= recoilbackfade/100.0f; // slide back } else*/ if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= ((playerent *)pl)->weaponsel->info.recoilbackfade/100.0f; // slide back if(pl->pitchvel) fixcamerarange(pl); // fix pitch if necessary } // play sounds on water transitions if(pl->type!=ENT_CAMERA) { if(!pl->inwater && water) { if(!pl->lastsplash || lastmillis-pl->lastsplash>500) { audiomgr.playsound(S_SPLASH2, pl); pl->lastsplash = lastmillis; } if(pl==player1) pl->vel.z = 0; } else if(pl->inwater && !water) audiomgr.playsound(S_SPLASH1, &pl->o); pl->inwater = water; } // store previous locations of all players/bots if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) { ((playerent *)pl)->history.update(pl->o, lastmillis); } // apply volume-resize when crouching if(pl->type==ENT_PLAYER) { // if(pl==player1 && !(intermission || player1->onladder || (pl->trycrouch && !player1->onfloor && player1->timeinair > 50))) updatecrouch(player1, player1->trycrouch); if(pl==player1 && !intermission) updatecrouch(player1, player1->trycrouch); const float croucheyeheight = pl->maxeyeheight*3.0f/4.0f; resizephysent(pl, moveres, curtime, croucheyeheight, pl->maxeyeheight); } } const int PHYSFPS = 200; const int PHYSFRAMETIME = 1000 / PHYSFPS; int physsteps = 0, physframetime = PHYSFRAMETIME, lastphysframe = 0; void physicsframe() // optimally schedule physics frames inside the graphics frames { int diff = lastmillis - lastphysframe; if(diff <= 0) physsteps = 0; else { extern int gamespeed; physframetime = clamp((PHYSFRAMETIME*gamespeed)/100, 1, PHYSFRAMETIME); physsteps = (diff + physframetime - 1)/physframetime; lastphysframe += physsteps * physframetime; } } VAR(physinterp, 0, 1, 1); void interppos(physent *pl) { pl->o = pl->newpos; pl->o.z += pl->eyeheight; int diff = lastphysframe - lastmillis; if(diff <= 0 || !physinterp) return; vec deltapos(pl->deltapos); deltapos.mul(min(diff, physframetime)/float(physframetime)); pl->o.add(deltapos); } void moveplayer(physent *pl, int moveres, bool local) { if(physsteps <= 0) { if(local) interppos(pl); return; } if(local) { pl->o = pl->newpos; pl->o.z += pl->eyeheight; } loopi(physsteps-1) moveplayer(pl, moveres, local, physframetime); if(local) pl->deltapos = pl->o; moveplayer(pl, moveres, local, physframetime); if(local) { pl->newpos = pl->o; pl->deltapos.sub(pl->newpos); pl->newpos.z -= pl->eyeheight; interppos(pl); } } void movebounceent(bounceent *p, int moveres, bool local) { moveplayer(p, moveres, local); } // movement input code #define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; } dir(backward, move, -1, k_down, k_up) dir(forward, move, 1, k_up, k_down) dir(left, strafe, 1, k_left, k_right) dir(right, strafe, -1, k_right, k_left) void attack(bool on) { if(intermission) return; if(editmode) editdrag(on); else if(player1->state==CS_DEAD) { if(!on) tryrespawn(); } else player1->attacking = on; } void jumpn(bool on) { if(intermission) return; if(player1->isspectating()) { if(lastmillis - player1->respawnoffset > 1000 && on) togglespect(); } else if(player1->crouching) return; else player1->jumpnext = on; } void updatecrouch(playerent *p, bool on) { if(p->crouching == on) return; const float crouchspeed = 0.6f; p->crouching = on; p->eyeheightvel = on ? -crouchspeed : crouchspeed; if(p==player1) audiomgr.playsoundc(on ? S_CROUCH : S_UNCROUCH); } void crouch(bool on) { if(player1->isspectating()) return; player1->trycrouch = on; } COMMAND(backward, ARG_DOWN); COMMAND(forward, ARG_DOWN); COMMAND(left, ARG_DOWN); COMMAND(right, ARG_DOWN); COMMANDN(jump, jumpn, ARG_DOWN); COMMAND(attack, ARG_DOWN); COMMAND(crouch, ARG_DOWN); void fixcamerarange(physent *cam) { const float MAXPITCH = 90.0f; if(cam->pitch>MAXPITCH) cam->pitch = MAXPITCH; if(cam->pitch<-MAXPITCH) cam->pitch = -MAXPITCH; while(cam->yaw<0.0f) cam->yaw += 360.0f; while(cam->yaw>=360.0f) cam->yaw -= 360.0f; } FVARP(sensitivity, 1e-3f, 3.0f, 1000.0f); FVARP(scopesensscale, 1e-3f, 0.5f, 1000.0f); FVARP(sensitivityscale, 1e-3f, 1, 1000); FVARP(scopesens, 0, 0, 1000); VARP(scopesensfeel, 0, 0, 1); VARP(invmouse, 0, 0, 1); FVARP(mouseaccel, 0, 0, 1000); FVARP(mfilter, 0.0f, 0.0f, 6.0f); VARP(autoscopesens, 0, 0, 1); float testsens=0; bool senst=0; int tsens(int x) { static bool highlock=0,lowlock=0; static bool hightry=0,lowtry=0; static float sensn=0,sensl=0,sensh=0; static int nstep=1; if (x==-2000) { // RENDERING PART!!! if(senst) { draw_textf( "\fJSensitivity Training (hotkeys):\n\fE1. try High Sens. %s\n2. try Low Sens. %s\n\fJ%s :" "\fE\n3. choose: High Sens.\n4. choose: Low Sens.\n\fIrepeat the steps above until the training stops.\n\f35. Stop Training.", VIRTW/4 , VIRTH/3, hightry?"(TRYED)":"" , lowtry?"(TRYED)":"", hightry&&lowtry?"after trying both choose the one you liked most":"now you can choose the sensitivity you preferred"); glPushMatrix(); glScalef(2,2,2); draw_textf("step: \f0%d",VIRTW/2 , VIRTH/3*2,nstep); glPopMatrix(); } return 0; } if (x == SDLK_3 || x == SDLK_4) { if(!hightry || !lowtry) { if(!hightry && !lowtry) { conoutf("--- \f3ERROR:\f0before choosing a sensitivity, first try both higher and lower sens."); } else { conoutf("--- \f3ERROR:\f0try the %s%ser sensitivity too.",hightry?"":"high",lowtry?"":"low"); } } else { if (x == SDLK_3) //high sens { lowlock=1; if (highlock) { sensl=sensn; sensn=(sensh+sensl)/2.0f; } else { sensl=sensn; sensn=sensh; sensh=sensn*2.0f; } } if (x == SDLK_4) //low sens { highlock=1; if (lowlock) { sensh=sensn; sensn=(sensh+sensl)/2.0f; } else { sensh=sensn; sensn=sensl; sensl=sensn/2.0f; } } if(sensh/sensn > 1.04f) { conoutf("--- \f0you choose: the %ser sensitivity.",x==SDLK_3?"higher":"lower"); conoutf("--- \f0repeat previous steps by trying both higher and lower sens and then by choosing the one you like most."); hudoutf("next step!"); nstep++; } testsens=sensn; hightry=lowtry=0; } } if (x == SDLK_2) { testsens=sensl; conoutf("--- \f0You are now %strying the lower sensitivity.",lowtry?"re-":""); lowtry=1; } if (x == SDLK_1) { testsens=sensh; conoutf("--- \f0You are now %strying the higher sensitivity.",hightry?"re-":""); hightry=1; } if (x==-1000) { float factor=rnd(800)+600; factor/=1000; sensh=sensitivity*factor*2.0f; sensl=sensitivity*factor/2.0f; sensn=sensitivity*factor; } if (sensh/sensn <= 1.04f || x == SDLK_5) { senst=0; if(sensh/sensn <= 1.04f) { conoutf("--- \f0Sensitivity Training Ended. happy fragging."); sensitivity=sensn; } else { conoutf("--- \f0Sensitivity Training Stopped."); } hightry=lowtry=highlock=lowlock=0; sensn=sensl=sensh=0; testsens=0; nstep=1; } return 0; } void findsens() { if(!watchingdemo) { senst=1; tsens(-1000); testsens=sensitivity; conoutf("--- \f0Sensitivity Training Started."); return; } } COMMAND(findsens,ARG_NONE); inline bool zooming(playerent *plx) { return (plx->weaponsel->type == GUN_SNIPER && ((sniperrifle *)plx->weaponsel)->scoped); } void mousemove(int odx, int ody) { static float fdx = 0, fdy = 0; if(intermission || (player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) return; float dx = odx, dy = ody; if(mfilter > 0.0f) { float k = mfilter * 0.1f; dx = fdx = dx * ( 1.0f - k ) + fdx * k; dy = fdy = dy * ( 1.0f - k ) + fdy * k; } extern float scopesensfunc; float cursens = sensitivity; if(senst) {cursens=testsens;} if(mouseaccel && curtime && (dx || dy)) cursens += 0.02f * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime; if(scopesens==0 || !zooming(player1)) { if(scopesensfeel) { // AC 1.1 cursens /= 33.0f*sensitivityscale; if( zooming(player1) ) { cursens *= autoscopesens ? scopesensfunc : scopesensscale; } camera1->yaw += dx*cursens; camera1->pitch -= dy*cursens*(invmouse ? -1 : 1); } else { // AC 1.0 if( zooming(player1) ) { cursens *= autoscopesens ? scopesensfunc : scopesensscale; } float sensfactor = 33.0f*sensitivityscale; camera1->yaw += dx*cursens/sensfactor; camera1->pitch -= dy*cursens*(invmouse ? -1 : 1)/sensfactor; } } else { // user provided value float sensfactor = 33.0f*sensitivityscale; camera1->yaw += dx*scopesens/sensfactor; camera1->pitch -= dy*scopesens*(invmouse ? -1 : 1)/sensfactor; } fixcamerarange(); if(camera1!=player1 && player1->spectatemode!=SM_DEATHCAM) { player1->yaw = camera1->yaw; player1->pitch = camera1->pitch; } } void entinmap(physent *d) // brute force but effective way to find a free spawn spot in the map { vec orig(d->o); loopi(100) // try max 100 times { float dx = (rnd(21)-10)/10.0f*i; // increasing distance float dy = (rnd(21)-10)/10.0f*i; d->o.x += dx; d->o.y += dy; if(!collide(d, true)) { d->resetinterp(); return; } d->o = orig; } // leave ent at original pos, possibly stuck d->resetinterp(); conoutf(_("can't find entity spawn spot! (%d, %d)"), d->o.x, d->o.y); } void vecfromyawpitch(float yaw, float pitch, int move, int strafe, vec &m) { if(move) { m.x = move*-sinf(RAD*yaw); m.y = move*cosf(RAD*yaw); } else m.x = m.y = 0; if(pitch) { m.x *= cosf(RAD*pitch); m.y *= cosf(RAD*pitch); m.z = move*sinf(RAD*pitch); } else m.z = 0; if(strafe) { m.x += strafe*cosf(RAD*yaw); m.y += strafe*sinf(RAD*yaw); } } void vectoyawpitch(const vec &v, float &yaw, float &pitch) { yaw = -atan2(v.x, v.y)/RAD; pitch = asin(v.z/v.magnitude())/RAD; }